Gambling game objectification and abstraction

ABSTRACT

Electronic gaming machines including a plurality of real world controller modules, wherein each real world controller module is constructed to provide a gambling game; a game world controller, wherein the game world controller is constructed to: connect to a selected real world module; receive a conveyance of actions taken by a player, during the player&#39;s consumption of one or more elements of an entertainment game; trigger a commitment of a wager of real world credits in the selected real world controller module&#39;s gambling game; receive a gambling outcome of the wager of real world credits; increment in the entertainment game using the communications network, the one or more elements of the entertainment game when real world credits are won; and decrement in the entertainment game using the communications network, the one or more elements of the entertainment game when real world credit is lost.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a continuation of U.S. patent applicationSer. No. 14/788,581, filed Jun. 30, 2015, which is a continuation ofU.S. patent application Ser. No. 14/486,895, filed Sep. 15, 2014, nowU.S. Pat. No. 9,092,933, issued Jul. 28, 2015, which is a continuationof U.S. patent application Ser. No. 14/152,953, filed Jan. 10, 2014, nowU.S. Pat. No. 8,845,408 issued Sep. 30, 2014, which is a continuation ofU.S. patent application Ser. No. 14/014,310, filed Aug. 29, 2013, nowU.S. Pat. No. 8,636,577, issued Jan. 28, 2014, which is a continuationof Patent Cooperation Treaty Application No. PCT/US12/67468, filed Nov.30, 2012, which claims the benefit of U.S. Provisional PatentApplication No. 61/629,873, filed Nov. 30, 2011, the contents of each ofwhich are hereby incorporated by reference herein.

FIELD

Embodiments of the present invention are generally related to gaming andmore specifically to providing one or more gambling game modules withina hybrid game that includes both an entertainment game and a gamblinggame.

BACKGROUND

The gaming machine manufacturing industry has traditionally developedgaming machines with a gambling game. A gambling game is typically agame of chance, which is a game where the outcome of the game isgenerally dependent solely on chance (such as a slot machine). A game ofchance can be contrasted with a game of skill where the outcome of thegame may depend upon a player's skill with the game. Gambling games aretypically not as interactive and do not include graphics assophisticated as an entertainment game, which is a game of skill such asa video game.

SUMMARY

Various embodiments of the present invention provide systems forconfiguring a gaming system. One embodiment includes a plurality of realworld controller modules, wherein each real world controller module isconstructed to provide a gambling game; a game world controllerconnected to an entertainment software controller by a communicationsnetwork, wherein the game world controller is constructed to: connect,using the communications network, to a selected real world module of theplurality of real world controller modules; receive from theentertainment software controller using the communications network, aconveyance of actions taken by a player in an entertainment gameprovided by the entertainment software controller, during the player'sconsumption of the one or more elements of the entertainment game,wherein the entertainment game includes one or more elements forconsumption by the player during skillful play of the entertainmentgame; trigger, using the communications network, a commitment of a wagerof real world credits in the selected real world controller module'sgambling game, wherein the trigger is in response to the actions takenby the player in the entertainment game; receive, using thecommunications network, from the selected real world module a gamblingoutcome of the wager of real world credits; increment in theentertainment game using the communications network, the one or moreelements of the entertainment game when real world credits are won; anddecrement in the entertainment game using the communications network,the one or more elements of the entertainment game when real worldcredit is lost.

In a further embodiment, the game world engine is further constructedto: receive a configuration process for the selected real world enginemodule; and configure the real world engine module based on the selectedconfiguration process.

In various embodiments, the selected configuration process is forconfiguration of the selected real world engine module's gambling gamedenomination.

In numerous embodiments, the selected configuration process is forsetting a pay table for the selected real world engine module's gamblinggame.

In many embodiments, the selected configuration process is for setting agambling limit for the selected real world engine module's gamblinggame.

In various embodiments, the selected configuration process is formodifying a number of allowable instances of the selected real worldengine module.

In many embodiments, the selected configuration process is for modifyingan allowable number of times that the selected real world engine modulemay be called or invoked.

In numerous embodiments, the selected configuration process is formodifying a frequency with which the selected real world module may beinvoked.

In various embodiments, the selected configuration process is formodifying limits on the amount or frequency of wagers made during agambling game implemented by the selected real world engine module.

In many embodiments, the one or more elements are actionable elementsthat are acted upon to trigger the wager of real world credits in thegambling game of the selected real world engine module.

In various embodiments, the one or more elements are collective enablingelements that are shared between two or more players.

In numerous embodiments, the one or more elements are enabling elementsthat enable the player's play of the entertainment game and whoseconsumption by the player while playing the entertainment game trigger awager in the gambling game of the selected real world module.

Another embodiment includes a game world controller connected to anentertainment software controller by a communications network, whereinthe game world controller is constructed to: couple to a selected realworld module of a plurality of real world controller modules, whereineach real world controller module provides a gambling game; receive fromthe entertainment software controller using the communications network,a conveyance of actions taken by a player in an entertainment gameprovided by the entertainment software controller during the player'sconsumption of one or more elements of the entertainment game; trigger,using the communications network, a commitment of a wager of real worldcredits in the selected real world controller module's gambling game,wherein the trigger is in response to the actions taken by the player inthe entertainment game; receive from the selected real world module agambling outcome of the wager of real world credits; increment in theentertainment game using the communications network, the one or moreelements of the entertainment game when real world credits are won; anddecrement in the entertainment game using the communications network,the one or more elements of the entertainment game when real worldcredit is lost.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustration of a gaming environment in accordance with anembodiment.

FIG. 2 is a diagram showing an implementation of a real world enginemodule hybrid game in a casino in accordance with an embodiment.

FIG. 3 is a diagram showing another implementation of a real worldengine module hybrid game in accordance with an embodiment.

FIG. 4 is a diagram of another implementation of a real world enginemodule hybrid game in accordance with an embodiment.

FIG. 5 illustrates an overview of a credit system of a real world enginemodule hybrid game in accordance with an embodiment.

FIG. 6 shows a credit flow and management in a real world engine modulehybrid game in accordance with an embodiment.

FIGS. 7A and 7B illustrate a process flow diagram for a real worldengine module selection and configuration process for use by an operatorin accordance with an embodiment.

FIGS. 8A and 8B illustrate a process flow diagram for a real worldengine module selection and configuration process for use by a player inaccordance with an embodiment.

FIG. 9 illustrates a processing apparatus in accordance an embodiment.

DETAILED DESCRIPTION

Turning now to the drawings, systems and methods for operation of a realworld engine module hybrid game are illustrated. In several embodiments,a real world engine module hybrid game is a form of a hybrid game thatincludes one or more real world engine modules (RWEMs) which manage oneor more gambling games, as well as an entertainment game that includes agame world engine (GWE) which manages the entertainment portion of agame, and an entertainment software engine (ESE) which executes theentertainment game for user entertainment. In certain embodiments, thereal world engine module hybrid game also includes a user interfaceassociated with either or both the one or more gambling games and theentertainment game. In operation of a real world engine module hybridgame, a player acts upon various types of elements of the entertainmentgame in a game world environment. Upon acting on some of these elements,a wager is triggered in the one or more gambling games. In playing theentertainment game, using the elements, a player can consume and accruegame world credits (GWC) within the entertainment game. These creditscan be in the form of (but are not limited to) game world objects,experience points, or points generally. Wagers are made in the one ormore gambling games using real world credits (RC). The real worldcredits can be credits in an actual currency, or may be credits in avirtual currency which may or may not have real world value. Gamblingoutcomes from the one or more gambling games may cause consumption, lossor accrual of RC. In addition, gambling outcomes in the gambling gamemay influence elements in the entertainment game such as (but notlimited to) by restoring a consumed element, causing the loss of anelement, restoration or placement of a fixed element. Example elementsinclude enabling elements (EE) which are elements that enable a player'splay of the entertainment game and whose consumption by the player whileplaying the entertainment game may trigger a wager in the one or moregambling games. In addition, EE may also be replenished during playwithin the entertainment game based on an outcome of a triggered wager.Other types of elements include actionable elements (AE) which areelements that are acted upon to trigger a wager in the one or moregambling games and may not be restorable during normal play of theentertainment game. Still other elements include collective enablingelements (CEE) which are elements that are shared between two or moreplayers. Various hybrid games are discussed in Patent Cooperation TreatyApplication No. PCT/US11/26768, filed Mar. 1, 2011, entitled “ENRICHEDGAME PLAY ENVIRONMENT (SINGLE and/or MULTI-PLAYER) FOR CASINOAPPLICATIONS” and Patent Cooperation Treaty Application No.PCT/US11/63587, filed Dec. 6, 2011, entitled “ENHANCED SLOT-MACHINE FORCASINO APPLICATIONS” each disclosure of which is hereby incorporated byreference in its entirety. The operation of various embodiments of RWEs,GWEs and ESEs are also discussed further below.

FIG. 1 is an illustration of an embodiment of a real world engine modulehybrid game system. A real world engine module hybrid game 100 is a gamethat integrates one or more gambling games and an entertainment game.The real world engine module hybrid game includes one or more real worldengine modules 108 (RWEM) that manage a gambling portion of the realworld engine module hybrid game, a game world engine 110 (GWE) module orelement that includes the real world engine module hybrid game controllogic portion of the real world engine module hybrid game and manages aninterface between the RWE and the entertainment portion of the realworld engine module hybrid game, and an entertainment software engine122 (ESE) module or element that executes the entertainment portion ofthe real world engine module hybrid game for user entertainment.

The GWE 108 manages ESE game world (GW) and RWEM real world (RW)portions of the real world engine module hybrid game, and includes themechanical, electronic and software components used to implement thereal world engine module hybrid game control logic to perform variousfunctions for the real world engine module hybrid game. For example,various embodiments of a GWE include the functions of: (a) coupling toan ESE to signal and provide controls of the GW portion of the gameoperating in the ESE, (b) including tables for determining game worldcredits (GWCs) and, if applicable, take input from this table to affectthe play of the GW portion of the game, (c) coupling to an RWE todetermine and amount of real credit (RC) available on the real worldengine module hybrid game and other metrics of wagering on the RWportion of the game, (d) potentially affect the amount of RC in play,pay tables, odds and other wager shaping factors in operation on theRWE, (e) providing various audit logs and activity meters, and (f)coupling to a centralized server for exchanging various data related tothe player and their activities on the game.

The ESE122 is a portion of a real world engine module hybrid game thatis an electronic and software system including the control logic thatcontrols the playing of video games for entertainment. The ESE acceptsinput from a player through a set of hand, foot, body, mind and/orvisual controls and outputs video, audio and/or other sensory output toa user interface. A mobile device, such as a smartphone, tablet computeror the like, a personal computer (PC), Sony PlayStation® or MicrosoftXbox® running a specific game program (e.g. a version of Madden Football'10 or Call of Duty®) would be typical examples of hosts for an ESE. Forthe purposes of this disclosure, the ESE interfaces and exchanges datawith and accepts control information from various components in a realworld engine module hybrid game, or a system of which the real worldengine module hybrid game is a part.

In certain embodiments, the real world engine module hybrid game alsoincludes user interfaces, 130 and 132, associated with either or boththe one or more gambling games and the entertainment game, respectively.In many embodiments, an entertainment game is a skill, pseudo-skill ornon-skill game, deterministic or interactive, operating on the ESE thatprovides an entertainment or informative sensory entertainmentexperience for the player.

In some embodiments, a real world engine module hybrid game is a form ofa game, designed for use in a physical or virtual casino environment,that provides players an environment in that to play for cash, prizesand points, either against the casino or in head-to-head modes in acontrolled and regulated manner while being allowed to use their skillsand adeptness at a particular type of game. An example of such a gamewould be a challenging word spelling game, or an interactive action gamesuch as is found on video game consoles popular today, such as aPlayStation®, an Xbox®, a Wii® or a PC based game. In variousenvironments, an interactive entertainment game is provided where skilland chance may coalesce to provide a rich arcade-style gamingexperience, visually exciting and challenging, where players may wagercash, credits prizes and points in order to win more of the foregoing.

The one or more RWEMs 108 function as operating systems for a gamblinggame of the real world engine module hybrid game 100 and control andoperate the gambling game. The operation of a gambling game is enabledby real funds, accretes and declinates real gambling credits based onrandom gambling outcome, and whose gambling proposition is typicallyregulated by gaming control bodies. In many embodiments, each of the oneor more RWEMs 108 include a real world (RW) operating system (OS) 136,random number generator (RNG) 138, level “n” real-world credit paytables (table Ln-RC) 140, RC meters 142 and other software constructsthat enable a game of chance to offer a fair and transparent gamblingproposition, and to include the auditable systems and functions that canenable the game to obtain gaming regulatory body approval.

Real-world credit pay tables are tables and/or algorithms that mayexist, and may be used in conjunction with a random number generator todictate the RC earned as a function of a wager proposition and isanalogous to the pay tables used in a conventional slot machine. Theremay be one or a plurality of table Ln-Rc pay tables included in a gamedesign.

In some embodiments, the RWEM is a portion of a real world engine modulehybrid game which operates the RC wagering aspects, and includes themechanical, electronic and software aspects to perform the followingnon-exhaustive list of functions: (a) include or interface to an RNG andprovide control of the RW portion of the game, (b) include table Ln-RCand to take input from this table to affect the wagering activity of thegame, (c) couple to the GWE to communicate the amount of RC available onthe game, (d) communicate other metrics of wagering and its status tothe GWE, (e) accept input from the GWE as to the amount of RC to bewagered, (f) accept signaling from the GWE in order to trigger executionof an wagering play, (g) include various audit logs and activity meters,(h) couple to a centralized server for exchanging various data relatedto accounting of the wagering proposition, the player and their wageringactivities on the game. Certain aspects of an RWE would be analogous tocomponents within a slot machine.

A real world can be considered a physical world of which humans are apart, as opposed to the virtual game world. As contemplated in variousembodiments, this may also be used in the context of the gambling orwagering portion of the game hybrid game (the one or more RWEMs) whichmay or may not include an entertainment portion of their own, but whosefundamental operation is enabled by real funds, and which accrete anddeclinate real wagering credits and/or funds based on random wageringoutcomes, and whose wagering propositions are typically regulated bygaming control bodies.

A random number generator (RNG) 138 includes software and/or hardwarealgorithms and/or processes that are used to generate random orpseudorandom outcomes. A level n real-world credit pay table (tableLn-RC) 140 is a table that can be used in conjunction with a randomnumber generator to dictate the real world credits (RC) earned as afunction of game play and is analogous to the pay tables used in aconventional slot machine. Table Ln-Rc payouts are independent of playerskill. There may be one or a plurality of table Ln-Rc pay tablescontained in a gambling game, the selection of which may be determinedby game progress a player has earned, and bonus rounds, which a playermay be eligible for. Real world credits (RC) are credits analogous toslot machine game credits, which are entered into a gambling game by theuser, either in the form of hard currency or electronic funds. RCs canbe decremented or augmented based on the outcome of a random numbergenerator according to the table Ln-Rc real world credits pay table,independent of player skill. In certain embodiments, an amount of RC canbe required to enter higher ESE game levels. RC can be carried forwardto higher game levels or paid out if a game cash out is opted for by aplayer. The amount of RC required to enter a specific level of the game“level n” need not be the same for each level.

In many embodiments, the GWE 110 manages the overall hybrid gameoperation, with the one or more RWEMs 108 and the ESE 122 effectivelybeing support units to the GWE 110. In several embodiments, the GWE 110contains mechanical, electronic and software system for an entertainmentgame. The GWE includes a game world (GW) game operating system (OS) 144that provides control of the entertainment game.

In some embodiments, the GWE also manages game world credits (GWCs) thatare player and/or game GW points earned or depleted as a function of aplayer's skill or player performance in the context of an entertainment(i.e. ESE) game. GWC is analogous to the “score” in a typical videogame. Any given entertainment game may have a scoring criterion nativeto its makeup, and methods for utilizing this score in the context ofthe real world engine module hybrid game may be embedded within a tableLn-GWC that reflects player performance against the goal(s) of theentertainment game. In some embodiments, GWC may be fungible betweenhybrid games, and may be carried forward from one level of game play toanother in any given entertainment game. There may be one or more typesof GWC present in a real world engine module hybrid game. GWC may beultimately paid out in various manners such as directly in cash andgoods prizes, or indirectly such as consumed or benchmarked for earningentrance into a sweepstakes drawing, or earning participation in atournament with prizes, or indirectly by purchases and redemptionswithin the GW entertainment game context. In many embodiments, GWC maybe utilized to determine ranking of players, and winners in tournaments.In some embodiments, GWC may be attributed to a specific player orplayer's avatar in the GW, may be stored on a system under a playeraccount for accumulation over time and retrieval, and/or may be storedon a card or other transportable media.

In many embodiments, the GWE additionally contains a level “n” gameworld credit pay table (table Ln-GWC) 146 indicating where to take inputfrom this table to affect the play of the entertainment game. The GWEcan further couple to the one or more RWEMs 108 to determine the amountof RC available on the game and other metrics of wagering on thegambling game (and potentially affect the amount of RC in play on theone or more RWEMs 108). The GWE additionally contains various audit logsand activity meters (such as the GWC meter 148). The GWE can also coupleto a centralized server for exchanging various data related to theplayer and their activities on the game. The GWE furthermore couples tothe ESE 122.

In many embodiments, a level “n” game world credit pay table (tableLn-GWC) 146 dictates the GWC earned as a function of player skill in thenth level of the game. The payouts governed by this table are dependentupon player skill and game play at large and may or may not be coupledto a random number generator. In several embodiments, game world credits(GWC) are player points earned or depleted as a function of playerskill, i.e. as a function of player performance in the context of thegame. GWC is analogous to the “score” in a typical video game. Each gamehas one or more scoring criterion, embedded within the table Ln-GWC 146that reflects player performance against the goal(s) of the game. GWCcan be carried forward from one level of game play to another, andultimately paid out in various manners such as directly in cash, orindirectly such as earning entrance into a sweepstakes drawing, orearning participation in, or victory in, a tournament with prizes. GWCmay be stored on a player tracking card or in a network-based playertracking system, where the GWC is attributed to a specific player.

In some embodiments, the operation of the GWE 110 does not affect theone or more RWEM's 108 gambling operation except for player choiceparameters that are allowable in slot machines today, such as the wageramount, how fast the player wants to play, agreement to wager into abonus round, etc. In this sense, the one or more RWEMs provide a fairand transparent, non-skill based gambling proposition co-processor tothe GWE. In the illustrated embodiment, the communication links shownbetween the GWE 110 and the one or more RWEMs 108 allow the GWE 110 toobtain information from the one or more RWEMs 108 as to the amount of RCavailable in the gambling game. The communication link can also convey anecessary status operation of the one or more RWEMs 108 (such as on-lineor tilt). The communication link can further communicate the variousgambling control factors, which the one or more RWEMs 108 use as input,such as the number of RC consumed per game or the player's election toenter a jackpot round.

In some embodiments, the GWE 110 also connects to the player's userinterface 134 directly, as this may be necessary to communicate certainentertainment game club points, player status, control the selection ofchoices and messages which a player may find useful in order to adjusttheir entertainment game experience or understand their gambling statusin the one or more RWEMs 108.

In various embodiments, the ESE 122 manages and controls the visual,audio, and player controls for the entertainment game. In certainembodiments, the ESE 122 accepts input from a player through a set ofhand controls, and/or head, gesture, and/or eye tracking systems andoutputs video, audio and/or other sensory output to a user interface. Inmany embodiments, the ESE 122 can exchange data with and accept controlinformation from the GWE 110. In several embodiments an ESE 122 can beimplemented using a personal computer (PC), a mobile device such as asmartphone, a tablet computer, a personal digital assistant, a SonyPlayStation® (a video game console developed by Sony ComputerEntertainment of Tokyo Japan), or Microsoft Xbox® (a video game consoledeveloped by Microsoft Corporation of Redmond, Wash.) running a specificgame program.

The ESE 122 operates mostly independently from the GWE 110, except thatvia their interface, the GWE 110 may send certain GW game controlparameters to the ESE 122 to affect the entertainment game's play, suchas (but not limited to) what level of character to be used, changing thedifficulty level of the game, changing the type of game object, such asa gun or a car, in use, requesting potions to become available or to befound by the character, etc. The ESE 122 can accept this input from theGWE 110, make adjustments, and continue the play action all the whilerunning seamlessly from the player's perspective. The ESE's 122operation is mostly skill based, except for where the ESE's algorithmmay inject complexities into the game by chance in its normal operationto create unpredictability in the entertainment game. Utilizing thisinterface, the ESE may also communicate player choices made in the gameto the GWE 110, such as selection of a different gun, the player pickingup a special potion in the GW environment, etc.

In other embodiments, operation of an entertainment game of a real worldengine module hybrid game by a player consumes one or more enablingelements (EEs) within the entertainment game. An EE is an element in theentertainment game that is consumed by, traded or exchanged in, operatedupon, or used to enable the entertainment game portion of the real worldengine module hybrid game. There may be one or more types of EE presentin the real world engine module hybrid game's entertainment game.Examples of EE include bullets in a shooting game, fuel in a racinggame, letters in a word spelling game, downs in a football game, potionsin a character adventure game, character health points, etc. The GWE canassociate consumption of an EE with the triggering of a commitment orwager of RC to a gambling game of the real world engine module hybridgame whereby commitment or wagering of the RC in the gambling game iscoordinated with the consumption of the EE in the entertainment gamebecause of actions of the player. Furthermore, the GWE can provide anincrement or decrement of EE available to the player in coordinationwith the gambling outcome of the gambling game such as by incrementingthe EE when RC is won or decrementing EE when RC is lost.

The GWE's job in this architecture, being interfaced thusly to the ESE,is to allow the coupling of entertainment software to a fair andtransparent random chance gambling game, providing a seamlessperspective to the player that they are playing a typical popularentertainment game (which is skill based). In certain embodiments, theESE 122 can be used to enable a wide range of games including but notlimited to popular titles from arcade and home video games, such as butnot limited to Gears of War (a third person shooter game developed byEpic Games of Cary, N.C.), Time Crisis (a shooter arcade game developedby Namco Ltd of Tokyo, Japan), or Madden Football (an American footballvideo game developed by EA Tiburon of Maitland, Fla.), etc.). Providersof such software can provide the previously described interface by whichthe GWE 110 can request amendments to the operation of the ESE softwarein order to provide the seamless and sensible operation of the realworld engine module hybrid game as both a gambling game and anentertainment game.

In several embodiments, the one or more RWEMs 108 can accept a triggerto run a gambling game in response to actions taken by the player in theentertainment game as conveyed by the ESE 122 to the GWE 110, or astriggered by the GWE 110 based on the GWE's control logic, in thebackground to the overall game from the player's perspective, and canprovide information to the GWE 110 to expose the player to certainaspects of the gambling game, such as (but not limited to) odds, amountof RC in play, and amount of RC available. The one or more RWEMs 108 canaccept modifications in the amount of RC wagered on each individualgambling try, or the number of games per minute the one or more RWEMs108 can execute, entrance into a bonus round, and other factors, all thewhile these factors can take a different form than that of a typicalslot machine. An example of a varying wager amount that the player canchoose might be that they have decided to play with a more powerfulcharacter in the game, or having a more powerful gun, a better car, etc.These choices can increase or decrease the amount wagered per individualgambling game, in the same manner that a standard slot machine playermay decide to wager more or less credits for each pull of the handle. Inseveral embodiments, the one or more RWEMs 108 can communicate a numberof factors back and forth to the GWE 110, via their interface, such asan increase or decrease in a wager being a function of the player'sdecision making as to their operational profile in the entertainmentgame (i.e. power of the character, gun selection, car choice, etc.). Inthis manner, the player is always in control of the per game wageramount, with the choice mapping to some parameter or component which isapplicable to the entertainment game experience of the real world enginemodule hybrid game. In a particular embodiment, the RWE operation can bea game of chance running every 10 seconds where the amount wagered iscommunicated from the GWE 110 as a function of choices the player makesin the operation profile in the entertainment game such as those citedabove.

In many embodiments, a real world engine module hybrid game integrates avideo game style gambling machine, where the gambling game (i.e. the oneor more RWEMs 108 and RC) is not player skill based, while at the sametime allows players to use their skills to earn GWC or club points whicha casino operator can translate to rewards, tournaments opportunitiesand prizes for the players. The actual exchange of monetary funds earnedor lost directly from gambling against a game of chance, such as a slotmachine, is preserved. At the same time, a rich environment of rewardsto stimulate “garners” can be established with the entertainment game.In several embodiments, the real world engine module hybrid game canleverage very popular titles with “garners” and provides a sea changeenvironment for casinos to attract players with games that are more akinto the type of entertainment, which a younger generation desires. Invarious embodiments, players can use their skill towards building andbanking GWC, which in turn can be used to win tournaments and variousprizes as a function of their “garners” prowess. Numerous embodimentsminimize the underlying changes needed to the aforementionedentertainment software (Gears of War, etc.), for the real world enginemodule hybrid game to operate within an entertainment game construct,thus making a plethora of complex game titles and environments, rapidand inexpensive to deploy in a gaming environment.

In various embodiments, a system is provided that effects theintegration of modules or elements allowing players to utilize a newtype of slot machine game that operates on and/or accrues or consumesnew forms of currency, one such currency being legal tender or script asreal world credit (RC), another currency being game world credit (GWC),as the system integrates a traditional game of random chance playing forRC that functions in concert with a skill game playing for GWC.

In various embodiments, a real world engine module hybrid game can beplayed by users on a wide area network, such as the Internet, through awebsite (e.g. Facebook®, addictinggames.com, bodog.com, etc.) or adedicated application running on a computer such as an iPad, mobilephone, laptop, PlayStation®, or other computer device. In someembodiments, a flexible gaming environment organizes the various modulesor elements into a system that can enable game play with a gamblingcomponent, allowing various combinations of the modules or elements(from one or more distinct entities) to be organized to achieve aspecific player experience, while providing for regulation, oversightand auditing of a gaming businesses.

In some embodiments, to bring into effect an instance of a real worldengine module hybrid game on-line, a number of modules or elements arepresent. These include an entertainment software engine (ESE), thatprovides rich multi-media output of high entertainment value to theplayer, a game world engine (GWE), and a real world engine or (RWE).

In various embodiments, all of these modules or elements of a real worldengine module hybrid game can be present in a single physical gamelocated on the floor of a casino. In other embodiments, each of thesemodules or elements (or a subset of them) can be distributed acrossservers that are not physically coincident. In some of theseembodiments, these modules or elements can be dynamically organized, orput another way, mixed, to alter the implementation of the real worldengine module hybrid game in response to the desires of the player orthe company or companies that control various embodiments of the valuechain related to providing end users with a complete gaming experiencewhile providing that regulatory and auditing requirements are met.

In some embodiments, the ESE, GWE and the one or more RWEMs can beresident on one or more computers and tied together (i.e. the softwarein each instance of the aforementioned modules or elements is programmedto connect to a specifically named module or element of each other) toprovide the functionality necessary to implement the real world enginemodule hybrid game. In this embodiment, regulating and auditing of thesystem is achieved through the functionality of the various modules orelements making up the real world engine module hybrid game, and it islikely, though not necessary, that each of these functional modules orelements are under the control of a single entity that is effectivelydelivering the entire game experience to the end user. A real world (RW)and game world (GW) user interfaces could, for example, share a singlewindow in a web-browser, or operate through separate windows in a webbrowser. In some embodiments, a game world includes an entertainmentportion of a real world engine module hybrid game and is made up ofinformation typically associated with a virtual entertainmentenvironment, including the real world engine module hybrid game's visualand logical game space, game state, game characters, progress points andscores. For the purposes of this disclosure, typical games played on agaming console, such as a Sony PlayStation®, or a PC could be thought ofas in the GW.

In some embodiments, the games could also take the form of morefreestanding web-enabled apps resident on a mobile device or othercomputer.

In other embodiments, the various functional modules or elements are nottied together inextricably but rather can be organized dynamically inresponse to commands from a control layer, thereby allowing a specificcombination of ESE, GWE, one or more RWEMs (and also potentially a gameworld credit exchange (GWCE)) to be organized dynamically in response toinput provided from one or more parties (e.g. the player, the operatorof the site through that the player interfaces to the game, a providerof gambling services, regulatory bodies, etc.). In some embodiments,this dynamic organization can be undertaken as often as every gamesession that is commenced by a player, or much less frequently (i.e. aweb site operator, provider of gambling services, regulatory body,and/or other parties may establish a more “permanent” arrangement thatpersists across a fixed period of time).

FIG. 2 is a diagram showing an implementation of a real world enginemodule hybrid game in a casino in accordance with an embodiment. In thefigure, the real world engine module hybrid game 700 components, RWEMs702, ESE 704 and GWE 706 are bordered by the dashed line. Also picturedin the diagram are a number of other peripheral systems, such as playermanagement, casino management, regulatory, and hosting servers that maybe present in such an implementation. FIG. 2 also illustrates variousother systems, which may reside outside the bounds of the casino and areconnected to the framework via communications network, such as theInternet 705, depicted by the connection lines past the casino firewall708. It should be understood that FIG. 2 does not attempt to illustrateall servers and systems to which a real world engine module hybrid game700 might be inevitably be connected, and indeed one might expect therewould be others, but rather provides an example of a set of a sub-set ofsystems which would be present in an installation. In addition, realworld engine module hybrid games may be implemented using a variety ofdifferent kinds of hosts, such as, but not limited to, a mobilecomputing device, tablet computer or smartphone 710, a gaming console712, a land-based casino game 714 and a personal computer 716.

FIG. 3 is a diagram showing another implementation of a real worldengine module hybrid game in accordance with an embodiment. Pictured arevarious components that under one implementation are the GWE 802, theESE 803 and the one or more RWEMs 804. In the figure, note that the GWEis comprised of two sub-components, a local GWE server 814, and a cloudserver 815. (components within the dash line area 801). In the figure,certain of the components are located within the bounds of a casino,namely the RWEMs 804, the ESE 803 and a portion of the GWE 802, namelythe local GWE server 814. The Cloud Server GWE 815 is located in thecloud connected to the casino bounded hybrid game components viacommunications network such as the Internet 805.

FIG. 4 is a diagram of another of a real world engine module hybrid gamein accordance with another embodiment. In the diagram, a real worldengine module hybrid game 903 is composed of various componentsconnected together by a communications network, such as the Internet905. In this particular aspect, the ESE 903 is made up of sub componentsconsisting of a typical home video game console 956 (or other types ofhome gaming computer) coupled to an ESE hosting server 951 which in thisexample provides for community and head to head play among multipleplayers on connected consoles 956, reflected in the diagram by thepictured second player and video game console. Also shown, is a UI 955coupled to the video game console 956 to provide for a player 980interface. The other modules or elements of a real world engine modulehybrid game are also pictured, namely the GWE 902 in the form of a cloudserver, and the one or more RWEMs 904 that are hosted by a cloud server.It should be noted that the FIG. 4 implementation is the real worldengine module hybrid game architecture accomplished primarily in thecloud, functionally equivalent to the land based and semi-land basedsolutions shown in FIGS. 2 and 3.

There are many possible permutations of how a real world engine modulehybrid game could be constructed, with FIGS. 2, 3 and 4 showing onlythree possible permutations and provided as examples, which are notintended to suggest limitations to the forms of the architecture. Otherembodiments include a version where the entire hybrid game is in thecloud with only a client running on player terminal within the bounds ofthe casino, or a version where the one or more RWEMs and GWE are casinobound and the ESE exists in the cloud, accessed by a client running on aterminal in the casino.

FIG. 5 illustrates an overview of a credit system of a real world enginemodule hybrid game in accordance with an embodiment. In the figure, theplayer 1080 commences interaction with the game by contributing one ormore of three types of credits to the game, the three being: (i) RC 1081which is a currency fungible instrument, (ii) GWC 1083 which are gameworld credits, and (iii) EE, AE or CEE 1082 which are classes ofenabling elements of the entertainment portion of the game running onthe ESE. An enabling element is an element of an entertainment game thatis consumed by, traded or exchanged in, operated upon, or used to enablethe entertainment game portion of the real world engine module hybridgame. There may be one or more types of EE present in a real worldengine module hybrid game's entertainment game. Examples of EE includebullets in a shooting game, fuel in a racing game, letters in a wordspelling game, downs in a football game, potions in a characteradventure game, character health points, etc.

The contribution of one or more of these elements may be executed byinsertion into the game of currency in the case of RC, and/ortransferred in as electronic credit in the case of any of the RC, GWCand elements. Electronic transfer in of these credits may come via asmart card, voucher or other portable media, or as transferred in over anetwork from a patron server or hybrid game player account server. Incertain implementations, these credits may not be transferred into thereal world engine module hybrid game, but rather drawn on demand fromplayer accounts located in servers residing on the network or in thecloud on a real time basis as the credits are consumed by the real worldengine module hybrid game. Once these credits are deposited, or a linkto their availability is made, the real world engine module hybrid gamehas them at its disposal to use for execution of the game. Generally,the RC is utilized by and accounted for by the RWE 1004, and the EE 1082and GWC 1083 are utilized and accounted for by the GWE and/or the ESE.

FIG. 6 shows a credit flow and management in a real world engine modulehybrid game in accordance with an embodiment. Pictured in the figure arehybrid game modules or elements RWE, GWE and ESE, and the three types ofcredits, RC, classes of enabling elements and GWC as previouslydescribed. In FIG. 6, the following steps occur in credit flow andmanagement:

TABLE 1 Hybrid Game Credit Flow and Management a the player performs anaction or makes a decision through the game UI b the ESE signals the GWEof the player decision or action taken c the GWE signals the ESE as tothe amount of enabling elements that will be consumed by the playeraction or decision. This signaling configures function 990 to controlthe enabling element consumption, decay or addition d the ESE consumesthe amount of enabling element designated by the GWE to couple to theplayer action e the GWE signals the RWEM(s) as to the profile of thewager proposition associated with the particular action, and triggersthe wager f the RWEM(s) consumes RC for the wager and executes the wagerg the RWEM(s) returns RC depending on the outcome of the wager h theRWEM(s) informs the GWE as to the outcome of the wager i The GWE signalsthe ESE to add additional (or subtract, or add 0) enabling element toone or more of the enabling elements of the ESE entertainment game. Thisis reflected as function 990 in the figure. j The ESE reconciles theenabling element (s) of the entertainment game. k The ESE signals theGWE as to its updated status, and the GWE signals the ESE to addadditional (or subtract, or add 0) GWC to one or more of the GWC of theESE entertainment game. This is reflected in function 991 in the figure.L The ESE reconciles the GWC(s) of the entertainment game.

The credit flow according to the method described above, can beillustrated by the following example in a first person shooter game,such as Call of Duty®, again using the same hybrid game sequence:

TABLE 2 Example Hybrid Game Credit Flow and Management a the playerselects a machine gun to use in the game. The player fires a burst at anopponent. {the player performs an action or makes a decision through thegame UI} b the ESE signals the GWE of the player's choice of weapon,that a burst of fire was fired, and the outcome of whether the playerhit the opponent with the burst of fire. {the ESE signals the GWE of theplayer decision or action taken} c the GWE processes the information inb above, and signals the ESE to consume 3 bullets (EE) with each pull ofthe trigger. {the GWE signals the ESE as to the amount of enablingelement that will be consumed by the player action or decision. Thissignaling configures function 990 to control the EE consumption, decayor addition} d the ESE entertainment game consumes 3 bullets (EE) sincethe trigger was pulled. {the ESE consumes the amount of enabling elementdesignated by the GWE to couple to the player action} e the GWE signalsthe RWE that 3 credits (RC) are to be wagered to match the 3 bullets(EE) consumed, on a particular pay table (table Ln- RC) as a functionhow much damage the player inflicted on his/her opponent. {the GWEsignals the RWE as to the profile of the wager proposition associatedwith the particular action, and triggers the wager} f the RWEM(s)consumes the 3 credits for the wager and executes the specified wager{the RWEM(s) consumes RC for the wager and executes the wager} g theRWEM(s) determines that the player hits a jackpot of 6 credits, andreturns these 6 credits (RC) to the credit meter. {the RWEM(s) returnsRC depending on the outcome of the wager} h the RWEM(s) informs the GWEthat 3 credits (RC) net, were won {the RWEM(s) informs the GWE as to theoutcome of the wager} i the GWE signals the ESE to add 3 bullets (EE) tothe player's ammo clip {The GWE signals the ESE to add additional (orsubtract, or add 0) enabling elements to one or more of the enablingelements of the ESE entertainment game. This is reflected as function990 in the figure} j the ESE adds back 3 bullets (EE) to the player'sammo clip in the entertainment game. This may take place by directlyadding them to the clip, or may happen in the context of theentertainment game, such as the player finding extra ammo on the groundor in an old abandoned ammo dump. {The ESE reconciles the enablingelement (s) of the entertainment game} k The GWE logs the new playerscore (GWC) in the game (as a function of the successful hit on theopponent) based on ESE signaling, and signals the ESE to add 2 extrapoints to their score since a jackpot was won. {The ESE signals the GWEas to its updated status, and the GWE signals the ESE to add additional(or subtract, or add 0) GWC to one or more of the GWC of the ESEentertainment game. This is reflected in function 991 in the figure} Lthe ESE adds 10 points to the player's score (GWC) given the success ofthe hit which in this example is worth 8 points, plus the 2 extra pointsrequested by GWE. {The ESE reconciles the GWC(s) of the entertainmentgame.}

Note that the foregoing example in Table 2 is intended to provide anillustration of how credits flow in a real world engine module hybridgame, but is not intended to be exhaustive and only lists only one ofnumerous possibilities of how a real world engine module hybrid game maybe configured to manage its fundamental credits.

Although various components of real world engine module hybrid games arediscussed above, real world engine module hybrid games can be configuredwith any component appropriate to the requirements of a specificapplication in accordance with various embodiments.

Real World Engine Modules

In several embodiments, one or more RWEMs are embedded within a realworld engine module hybrid game. They are attached to any event, item,action, occurrence, or initiating event within an entertainment game.The real world engine module hybrid game uses a defined set of functionculls to attach a gambling process to specific aspects of the underlyingvideo game. The video game system is thus configured to look in aspecific location to find RWEMs. If the RWEMs are absent, they are notused and the video game operates absent the RWEM or RWEM's that are notat the specified address(es). In some embodiments, the locations of theRWEMs correspond to addresses on a network, such as IP addresses, whereRWEMs may be found. In many embodiments, the locations correspond tointernal memory locations where RWEMs may be found.

In many embodiments, each RWEM constitutes a singular gambling game.

In some embodiments, a real world engine module hybrid game can accessRWEMs from multiple providers.

In numerous embodiments, a real world engine module hybrid game includesan RWEM display function to display information about a player'sgambling status. Such a display function may acquire information from anRWEM or a patron management system connected to the RWEM.

In many embodiments, a real world engine module hybrid game alsointerfaces with a patron management system which contains all playeraccount information regarding gambling plays, and if desired, results ofentertainment game performance.

In various embodiments, an RWEM can drive any combination of skill orgambling-related outcomes. In one embodiment, a gambling game of theRWEM can always return $1 when initiated, making the payout askill-based payout. In another embodiment, an RWEM deducts $1 every timea gambling game is initiated, making the initiation of the gambling gamean entry fee, or a penalty, for example.

In numerous embodiments, an RWEM display function can be singular withina game, such as a “gambling dashboard”. In other embodiments, an RWEMdisplay function is specific to a particular RWEM, such that there aremultiple instances of the display functions if there are multiple RWEMsin a real world engine module hybrid game.

In some embodiments, the real world engine module hybrid game also has ahost mode where a player learns about gambling options in the context ofthe entertainment game and can opt to turn on/off some or all RWEMs, setgambling limits, etc. In one embodiment, the host mode is embedded inthe entertainment game system. In another embodiment, the host mode isaccessed through the entertainment game but, like the RWEM's, may beexternal to the video game and accessed through the entertainment gameor the RWEM display function.

A process for personalizing a real world engine module hybrid game basedon operator selections to be associated with a RWEM in a real worldengine module hybrid game is illustrated in FIGS. 7A and 7B. The process1200 includes a salutation (1202) from the real world engine modulehybrid game presented via the game's user interface. After thesalutation (1202), the real world engine module hybrid game presents(1204) selections among different options via the user interface. Afterpolling (1204) for a selection, the real world engine module hybrid gameexecutes (1206) a process associated with the selection. A decision(1208) is made as to whether selections are finished in personalizingthe real world engine module hybrid game. If the selections are notfinished, the process 1200 loops back to polling for (additional)selections. If the selections are finished, the process is complete.

A decision tree illustrating various selections associated with a RWEMin a real world engine module hybrid game in accordance with anembodiment of the invention is illustrated in FIG. 7B. The decision tree1250 illustrates how selections 1252 of information that can bepresented in more detail or selections to configure a RWEM can beaccessed on a user interface. These selections can include any number ofselections, including (but not limited to) a selection 1254 of a RWEMfrom one or more RWEMs that are provided within the real world enginemodule hybrid game, a selection 1260 of a process of configuring aselected RWEM, a selection 1262 for a process for modifying the odds orpay tables of a RWEM, a selection 1264 for a process for modifying thenumber of allowable instances of a selected RWEM within a real worldengine module hybrid game, a selection 1266 for a process of modifyingthe allowable number of times that a selected RWEM may be called orinvoked, a selection 1268 for a process for modifying a frequency withwhich a RWEM may be called or invoked, and a selection 1270 for aprocess for modifying limits on the amount or frequency of wagers orbets made during a gambling game implemented by a selected RWEM.

A process for personalizing a real world engine module hybrid game basedon player selections to be associated with a RWEM in a real world enginemodule hybrid game is illustrated in FIGS. 8A and 8B. The process 1300includes a salutation (1302) from the real world engine module hybridgame presented via the game's user interface. After the salutation(1302), the real world engine module hybrid game presents (1304)selections among different options via the user interface. After polling(1304) for a selection, the real world engine module hybrid gameexecutes (1306) a process for the selection. A decision (1308) is madeas to whether selections are finished in personalizing the real worldengine module hybrid game. If the selections are not finished, theprocess 1300 loops back to polling for (additional) selections. If theselections are finished, the process is complete.

A decision tree illustrating various selections associated with a RWEMby a player of a real world engine module hybrid game in accordance withan embodiment of the invention is illustrated in FIG. 8B. The decisiontree 1350 illustrates how selections 1352 of information that can bepresented in more detail or selections to configure a RWEM can beaccessed on a user interface. These selections can include any number ofselections, including (but not limited to) a selection 1354 of one ormore RWEMs the user wants to use while playing the real world enginemodule hybrid game and a process of enabling the triggering of theselected RWEM by a player action taken within an entertainment game ofthe real world engine module hybrid game during gameplay, a selection1360 for a process of configuring a selected or active RWEM, a selection1372 for a process of setting a denomination for a selected or activeRWEM, and a selection 1374 for a process of setting the time scaling ofa RWEM that accepts wagers based on periodic events in a real worldengine module hybrid game,

Although specific options are discussed above allowing a player topersonalize an RWEM of a real world engine module hybrid game, a realworld engine module hybrid game can be personalized in any way asappropriate to the requirements of a specific application in accordancewith embodiments of the invention. A discussion of processingapparatuses that can implement a real world module hybrid game is below.

Processing Apparatuses

Any of a variety of processing apparatuses can host various componentsof a regulated hybrid gaming system in accordance with embodiments ofthe invention. In several embodiments, these processing apparatuses caninclude, but are not limited to, a gaming machine, a general purposecomputer, a mobile device, a computing device and/or a controller. Aprocessing apparatus in accordance with various embodiments of theinvention is illustrated in FIG. 9. In the processing apparatus 1400, aprocessor 1404 is coupled to a memory 1406 by a bus 1428. The processor1404 is also coupled to non-transitory processor-readable storage media,such as a storage device 1408 that stores processor-executableinstructions 1412 and data 1410 through the system bus 1428 to an I/Obus 1426 through a storage controller 1418. The processor 1404 is alsocoupled to one or more interfaces that may be used to connect theprocessor to other processing apparatuses as well as networks asdescribed herein. The processor 1404 is also coupled via the bus to userinput devices 1414, such as tactile devices like keyboards, keypads,foot pads, touch screens, trackballs, etc., as well as non-contactdevices such as audio input devices, motion sensors and motion capturedevices, etc. that the processing apparatus may use to receive inputsfrom a user when the user interacts with the processing apparatus. Theprocessor 1404 is connected to these user input devices 1414 through thesystem bus 1428, to the I/O bus 1426 and through the input controller1420. The processor 1404 is also coupled via the bus to user outputdevices 1416 such as (but not limited to) visual output devices, audiooutput devices, and/or tactile output devices that the processingapparatus uses to generate outputs perceivable by the user when the userinteracts with the processing apparatus. In several embodiments, theprocessor is coupled to visual output devices such as (but not limitedto) display screens, light panels, and/or lighted displays. In a numberof embodiments, the processor is coupled to audio output devices such as(but not limited to) speakers, and/or sound amplifiers. In manyembodiments, the processor is coupled to tactile output devices likevibrators, and/or manipulators. The processor is connected to outputdevices from the system bus 1428 to the I/O bus 1426 and through theoutput controller 1422. The processor 1404 can also be connected to acommunications interface 1402 from the system bus 1428 to the I/O bus1426 through a communications controller 1424.

In various embodiments, a processor loads the instructions and the datafrom the storage device into the memory and executes the instructionsand operates on the data to implement the various aspects and featuresof the components of a gaming environment as described herein. Theprocessor uses the user input devices and the user output devices inaccordance with the instructions and the data in order to create andoperate user interfaces for players, casino operators, owners, etc. asdescribed herein.

Although the processing apparatus is described herein as beingconstructed from a processor and instructions stored and executed byhardware components, the processing apparatus can be composed of onlyhardware components in accordance with many embodiments. In addition,although the storage device is described as being coupled to theprocessor through a bus, those skilled in the art of processingapparatuses will understand that the storage device can includeremovable media such as a USB memory device, an optical CD ROM, magneticmedia such as tape or disks, etc. Also, the storage device can beaccessed through one of the interfaces or over a network. Furthermore,any of the user input devices or user output devices can be coupled tothe processor via one of the interfaces or over a network. In addition,although a single processor is described, those skilled in the art willunderstand that the processor can be a controller or other computingdevice or a separate computer as well as be composed of multipleprocessors or computing devices.

In numerous embodiments, any of a gaming environment, an RWEM, a GWE oran ESE as described herein can be implemented on one or more processingapparatuses, whether dedicated, shared or distributed in any combinationthereof, or may be implemented on a single processing apparatus. Inaddition, while certain aspects and features of a gaming systemdescribed herein have been attributed to a an RWE, a GWE or an ESE,these aspects and features may be implemented in a hybrid form where anyof the features or aspects may be performed by any of an RWE, a GWE oran ESE within a gaming environment without deviating from the spirit ofthe embodiments disclosed herein.

While the above description contains many specific embodiments of theinvention, these should not be construed as limitations on the scope ofthe invention, but rather as an example of one embodiment thereof. It istherefore to be understood that the invention can be practiced otherwisethan as specifically described, without departing from the scope andspirit of the invention. Thus, embodiments of the invention should beconsidered in all respects as illustrative and not restrictive.

What is claimed is:
 1. An electronic gaming machine constructed toreceive real credits from a user, comprising: an entertainment softwareengine constructed to provide an entertainment game, the entertainmentgame including one or more elements for utilization by a user duringskillful play of the entertainment game, wherein the one or moreelements persist from one level of play to a next and reset at end of asingle game session, and wherein the entertainment software engine isoperatively connected to a user input device and a user output device; agame world engine constructed to associate the user's utilization of theone or more elements of the entertainment game during skillful play ofthe entertainment game with a triggering of a commitment of a wager ofreal credits to a gambling game of a real world engine module; and theplurality of real world engine modules, each real world engine moduleconstructed to: provide a singular gambling game; receive, from theuser, a selection of a real world engine module of the plurality of realworld engine modules; couple the entertainment software engine to theselected real world engine module via the game world engine by enablingtriggering of the commitment of the wager of real world credits in theselected real world engine module's gambling game by the user'sutilization of the one or more elements of the entertainment game duringthe user's skillful play of the entertainment game; operatively connectto a credit input device; and operatively connect to a credit outputdevice.
 2. The electronic gaming machine of claim 1 wherein the realworld engine module receives, from the user, a selection of aconfiguration of a real world engine module and the real world enginemodule is configured based on the selected configuration.
 3. Theelectronic gaming machine of claim 2, wherein the selected configurationconfigures the selected real world engine module's gambling gamedenomination.
 4. The electronic gaming machine of claim 1 wherein theone or more elements for utilization by a user during skillful play ofthe entertainment game are reset each level.
 5. The electronic gamingmachine of claim 1, wherein the entertainment software engine and thegame world engine are constructed from the same device, and wherein thegame world engine is operatively connected to the plurality of realworld engine modules using a communication link.
 6. An electronic gamingmachine constructed to receive real credits from a user, comprising: anenclosure constructed to mount: a user input device operativelyconnected to an entertainment software engine; a user output deviceoperatively connected to the entertainment software engine; a creditinput device operatively connected to a plurality of real world enginemodules; and a credit output device operatively connected to theplurality of real world engine modules; the entertainment softwareengine constructed to provide an entertainment game, the entertainmentgame including one or more elements for utilization by a user duringskillful play of the entertainment game wherein the one or more elementspersist from one level of play to a next and resets at end of a singlegame session; a game world engine constructed to associate the user'sutilization of the one or more elements of the entertainment game duringskillful play of the entertainment game with a triggering of acommitment of a wager of real credits to a gambling game of a real worldengine module; the plurality of real world engine modules, each realworld engine module constructed to: provide a singular gambling game;receive, from an operator of the hybrid game, a selection of a selectedreal world engine module of the plurality of real world engine modules;receive, from the operator, a selection of a configuration process forthe selected real world engine module; configure the selected real worldengine module on the basis of the selected configuration process; andcouple the entertainment software engine to the selected real worldengine module via the game world engine by enabling triggering of thecommitment of the wager of real credits in the selected real worldengine module's gambling game by the user's utilization of the one ormore elements of the entertainment game during the user's skillful playof the entertainment game.
 7. The gaming system of claim 6, wherein theselected configuration process is for setting a paytable for theselected real world engine module's gambling game.
 8. The gaming systemof claim 6, wherein the selected configuration process is for setting agambling limit for the selected real world engine module's gamblinggame.
 9. The electronic gaming machine of claim 6 wherein the one ormore elements for utilization by a user during skillful play of theentertainment game are reset each level.
 10. The electronic gamingmachine of claim 1, wherein the entertainment software engine and thegame world engine are constructed from the same device, and wherein thegame world engine is operatively connected to the plurality of realworld engine modules using a communication link.